mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-11 07:29:49 +00:00
9f1cf6458c
* Initial implementation of migration between memory heaps - Missing OOM handling - Missing `_map` data safety when remapping - Copy may not have completed yet (needs some kind of fence) - Map may be unmapped before it is done being used. (needs scoped access) - SSBO accesses are all "writes" - maybe pass info in another way. - Missing keeping map type when resizing buffers (should this be done?) * Ensure migrated data is in place before flushing. * Fix issue where old waitable would be signalled. - There is a real issue where existing Auto<> references need to be replaced. * Swap bound Auto<> instances when swapping buffer backing * Fix conversion buffers * Don't try move buffers if the host has shared memory. * Make GPU methods return PinnedSpan with scope * Storage Hint * Fix stupidity * Fix rebase * Tweak rules Attempt to sidestep BOTW slowdown * Remove line * Migrate only when command buffers flush * Change backing swap log to debug * Address some feedback * Disallow backing swap when the flush lock is held by the current thread * Make PinnedSpan from ReadOnlySpan explicitly unsafe * Fix some small issues - Index buffer swap fixed - Allocate DeviceLocal buffers using a separate block list to images. * Remove alternative flags * Address feedback
141 lines
4.7 KiB
C#
141 lines
4.7 KiB
C#
using Ryujinx.Common.Memory;
|
|
using Ryujinx.Graphics.GAL.Multithreading.Commands.Texture;
|
|
using Ryujinx.Graphics.GAL.Multithreading.Model;
|
|
using System;
|
|
|
|
namespace Ryujinx.Graphics.GAL.Multithreading.Resources
|
|
{
|
|
/// <summary>
|
|
/// Threaded representation of a texture.
|
|
/// </summary>
|
|
class ThreadedTexture : ITexture
|
|
{
|
|
private ThreadedRenderer _renderer;
|
|
private TextureCreateInfo _info;
|
|
public ITexture Base;
|
|
|
|
public int Width => _info.Width;
|
|
|
|
public int Height => _info.Height;
|
|
|
|
public float ScaleFactor { get; }
|
|
|
|
public ThreadedTexture(ThreadedRenderer renderer, TextureCreateInfo info, float scale)
|
|
{
|
|
_renderer = renderer;
|
|
_info = info;
|
|
ScaleFactor = scale;
|
|
}
|
|
|
|
private TableRef<T> Ref<T>(T reference)
|
|
{
|
|
return new TableRef<T>(_renderer, reference);
|
|
}
|
|
|
|
public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
|
|
{
|
|
_renderer.New<TextureCopyToCommand>().Set(Ref(this), Ref((ThreadedTexture)destination), firstLayer, firstLevel);
|
|
_renderer.QueueCommand();
|
|
}
|
|
|
|
public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
|
|
{
|
|
_renderer.New<TextureCopyToSliceCommand>().Set(Ref(this), Ref((ThreadedTexture)destination), srcLayer, dstLayer, srcLevel, dstLevel);
|
|
_renderer.QueueCommand();
|
|
}
|
|
|
|
public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
|
|
{
|
|
ThreadedTexture dest = (ThreadedTexture)destination;
|
|
|
|
if (_renderer.IsGpuThread())
|
|
{
|
|
_renderer.New<TextureCopyToScaledCommand>().Set(Ref(this), Ref(dest), srcRegion, dstRegion, linearFilter);
|
|
_renderer.QueueCommand();
|
|
}
|
|
else
|
|
{
|
|
// Scaled copy can happen on another thread for a res scale flush.
|
|
ThreadedHelpers.SpinUntilNonNull(ref Base);
|
|
ThreadedHelpers.SpinUntilNonNull(ref dest.Base);
|
|
|
|
Base.CopyTo(dest.Base, srcRegion, dstRegion, linearFilter);
|
|
}
|
|
}
|
|
|
|
public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
|
|
{
|
|
ThreadedTexture newTex = new ThreadedTexture(_renderer, info, ScaleFactor);
|
|
_renderer.New<TextureCreateViewCommand>().Set(Ref(this), Ref(newTex), info, firstLayer, firstLevel);
|
|
_renderer.QueueCommand();
|
|
|
|
return newTex;
|
|
}
|
|
|
|
public PinnedSpan<byte> GetData()
|
|
{
|
|
if (_renderer.IsGpuThread())
|
|
{
|
|
ResultBox<PinnedSpan<byte>> box = new ResultBox<PinnedSpan<byte>>();
|
|
_renderer.New<TextureGetDataCommand>().Set(Ref(this), Ref(box));
|
|
_renderer.InvokeCommand();
|
|
|
|
return box.Result;
|
|
}
|
|
else
|
|
{
|
|
ThreadedHelpers.SpinUntilNonNull(ref Base);
|
|
|
|
return Base.GetData();
|
|
}
|
|
}
|
|
|
|
public PinnedSpan<byte> GetData(int layer, int level)
|
|
{
|
|
if (_renderer.IsGpuThread())
|
|
{
|
|
ResultBox<PinnedSpan<byte>> box = new ResultBox<PinnedSpan<byte>>();
|
|
_renderer.New<TextureGetDataSliceCommand>().Set(Ref(this), Ref(box), layer, level);
|
|
_renderer.InvokeCommand();
|
|
|
|
return box.Result;
|
|
}
|
|
else
|
|
{
|
|
ThreadedHelpers.SpinUntilNonNull(ref Base);
|
|
|
|
return Base.GetData(layer, level);
|
|
}
|
|
}
|
|
|
|
public void SetData(SpanOrArray<byte> data)
|
|
{
|
|
_renderer.New<TextureSetDataCommand>().Set(Ref(this), Ref(data.ToArray()));
|
|
_renderer.QueueCommand();
|
|
}
|
|
|
|
public void SetData(SpanOrArray<byte> data, int layer, int level)
|
|
{
|
|
_renderer.New<TextureSetDataSliceCommand>().Set(Ref(this), Ref(data.ToArray()), layer, level);
|
|
_renderer.QueueCommand();
|
|
}
|
|
|
|
public void SetData(SpanOrArray<byte> data, int layer, int level, Rectangle<int> region)
|
|
{
|
|
_renderer.New<TextureSetDataSliceRegionCommand>().Set(Ref(this), Ref(data.ToArray()), layer, level, region);
|
|
_renderer.QueueCommand();
|
|
}
|
|
|
|
public void SetStorage(BufferRange buffer)
|
|
{
|
|
_renderer.New<TextureSetStorageCommand>().Set(Ref(this), buffer);
|
|
_renderer.QueueCommand();
|
|
}
|
|
|
|
public void Release()
|
|
{
|
|
_renderer.New<TextureReleaseCommand>().Set(Ref(this));
|
|
_renderer.QueueCommand();
|
|
}
|
|
}
|
|
}
|